08-28-2019, 05:12 PM | #41 |
D7 Elite Keymasher
Join Date: Jan 2008
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Re: Scoring Data in Brutal Difficulty Range
I dont think a perfect rating system can exist, ever.
Everyone has different strengths and weaknesses which affect the difficulty of a song viewed by them. Some people think songs are easy while others think the same song is hard. I have pretty much a better score on every 86 than i do on the 85's for instance. I feel like they could be switched and still be fine. I'm not really sure that its possible to win in this situation. I see that OWA mentioned Punkture and that it could be a 98 but since jacks are my strength i feel like thats way to high of a level. Ive gotten to the end with a low SDG fc multiple times. Ive also SDG the ending in multiple runs. my score on it isnt the best, but ive gotten better PA 1 or 2 miss runs. Compared to other 95-98s my score on this song is quite good. If you guys could figure out something that works better that would be sweet, but i think its near impossible to get it perfect.,
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Thee Burstinator [SIGPIC][/SIGPIC] |
08-28-2019, 05:18 PM | #42 | |
✘ Forever OP✘
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Re: Scoring Data in Brutal Difficulty Range
Quote:
Also, the calc I have works on .swf, not on .sm, so the whole conversion point is irrelevant; the difficulty is computed with the resulting converted chart. |
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08-28-2019, 06:12 PM | #43 |
Anime Avatars ( ◜◡^)っ✂╰⋃╯
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Location: Squat Rack
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Re: Scoring Data in Brutal Difficulty Range
Charts like Husigi where over 90% of the notes are understandable at a much lower skill level than the difficulty rating would suggest, but mastery of that last < 10% requires being able to play the difficulty range they sit in.
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08-28-2019, 07:26 PM | #44 |
Under the scarlet moon
Join Date: Jan 2014
Age: 31
Posts: 921
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Re: Scoring Data in Brutal Difficulty Range
The decay should change according to how hard is getting a reasonable non-AAA score in the spiky section(s), and how hard the rest of the file is to AAA.
Anyway, an approach like Dynam0's formula is probably the most pragmatic solution. My suggestion would be trying to operate over the raw numbers of goods and then using the formula that already exists. For instance, if the current formula is f(x, A) where x is the raw number of goods and A the current AAA-based difficulty, change it to some f(g(x,B),A). g(x,B) being some formula where g(x,0) = x (I) and g(x,B) > x for B > 0 (II). A simple example would be g(x,B) = ((5*x)^(1+c*B))/5, with c being some arbitrary constant to make the range of B suitable to show in the game interface (preferably an integer), and the 5 factor being there just to avoid oddities with 0.2~0.8 values. (I) - So that by default any song would have B=0 and keep the usual formula (II) - So silly stuff would be assigned some appropriate B value as needed to force a faster decay I think this would be fairly intuitive to work with but I'm too lazy to test it out On a side note, making a general difficulty calculator is trying to solve an even harder problem and trying to make inferences based on the inevitably noisy results. While I don't think making one is a lost cause, it's way out of scope for what FFR warrants. Last edited by AutotelicBrown; 08-28-2019 at 07:29 PM.. |
09-30-2019, 09:13 PM | #45 |
Anime Avatars ( ◜◡^)っ✂╰⋃╯
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Re: Scoring Data in Brutal Difficulty Range
Discuss? Obviously not in charge of difficulties or have final say for this but a lot of thought went into this list and will back up any placement decisions if necessary. I don't think anything on this list is off more than 1 point. Last edited by One Winged Angel; 09-30-2019 at 09:27 PM.. |
10-1-2019, 08:12 AM | #46 |
Celestial Harbor
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Re: Scoring Data in Brutal Difficulty Range
punkture i think can actually be bumped down, esp. given its length as well.
feels like the most consistent in difficulty though, if you can nail some parts (and have the jack control at that speed) you can generally smash the whole thing. but idk it feels like the rest of the charts in that range have a lot of ups and downs to ruin runs (idk about starbound, dont remember it) but punkture is a straight shot to the end i feel like id maybe want to bump almost there up to 100 alongside of 8bit tour as well |
10-1-2019, 08:32 AM | #47 |
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Re: Scoring Data in Brutal Difficulty Range
My thoughts after discussion are this:
Cold -> 100 Odd -> 103 La Camp -> 98 Last edited by xXOpkillerXx; 10-1-2019 at 11:36 AM.. Reason: Oops typo for la camp |
10-1-2019, 08:38 AM | #48 |
The Dominator
Join Date: Sep 2005
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Re: Scoring Data in Brutal Difficulty Range
Punkture has the same skill bias quirk that Club does (or even way back in the day AIM Anthem). If you're a strong wrist jacker it's pretty much AAA on command, otherwise it's ridiculously hard because you physically can't maintain the pace required.
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